====== 29. Tracking ======

Tracking in the World's Largest Dungeon is a tricky proposition. We certainly don't have a lot "tracks" on the stone floor of the dungeon interior and there are few places where we ask for a Survival check (or Wilderness Lore for the 3.0 crowd) to track anything. But with so much coming and going, we're certain creatures ARE leaving some kind of indication that "Bob Was Here." Therefore, in order to simulate foot-traffic, the DM should provide a general idea of the size of creatures in a Section.

Damp hand prints on a door or a torn piece of clothing stuck to the stonework indicate a lot of movement. Blood points to a recent battle. A desecrated body hints at an undead presence. Mad scrawlings impart that the damned live here. And wood and stone carvings are the remnants of civilized or artistic peoples with a desperate need to create (even in this place).

Whateer the DM wants the PCs to find is great, but a rule of thumb is this. If the PCs succeed at a "tracking" check, they are in effect, gaining an indication that something //might// be around the corner. This should give them a synergy bonus to their Listen or Spot checks, since they know what they are looking for, but it should not replace real knowledge of a situation. PCs can still be surprised to find 20 orcs around the corner, when they thought they were tracking one goblin and so on.

Always keep the PCs on their toes and make the do the work of //actively// looking for tracks unless something is so obvious as to warrant a request from the DM.
